/Engine/Source/Runtime/Landscape/Classes/LandscapeComponent.h
class ULandscapeComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)
TArray< FBox >
ActiveExcludedBoxes
FBox
CachedLocalBox
Cached local-space bounding box, created at heightmap update time
uint32
ChangeTag
int32
CollisionMipLevel
Heightfield mipmap used to generate collision
int32
ComponentSizeQuads
FLandscapeEditT...
EditToolRenderData
Pointer to data shared with the render thread, used by the editor tools
int32
ForcedLOD
Forced LOD level to use when rendering
TSharedRef<FLa...
GrassData
Grass data for generation
FVector4
HeightmapScaleBias
UV offset to Heightmap data from component local coordinates
uint32
LastSavedPhysicalMaterialHash
Represents last saved hash for PhysicalMaterialTask
TArray<TObject...
LayerAllowList
List of layers allowed to be painted on this component.
int32
LightingLODBias
LOD level Bias to use when lighting building via lightmass, -1 Means automatic LOD calculation based on ForcedLOD + LODBias
int32
LODBias
LOD level Bias to use when rendering
TArray< int8 >
LODIndexToMaterialIndex
Mapping between LOD and MaterialIndex
FGuid
MapBuildDataId
Uniquely identifies this component's built map data.
TArray<TObject...
MaterialInstances
TArray<TObject...
MaterialInstancesDynamic
TMap<TObjectPt...
MaterialPerLOD
Represent the chosen material for each LOD
TArray<TObject...
MobileCombinationMaterialInstances
The editor needs to save out the combination MIC we'll use for mobile, because we cannot generate it at runtime for standalone PIE games
FGuid
MobileDataSourceHash
Hash of source for mobile generated data.
TArray<TObject...
MobileMaterialInterfaces
Material interfaces used for mobile
TArray<FWeight...
MobileWeightmapLayerAllocations
Layer allocations used by mobile.
TArray<TObject...
MobileWeightmapTextures
Generated weightmap textures used for mobile.
float
NegativeZBoundsExtension
Allows overriding the landscape bounds.
int32
NumSubsections
Number of subsections in X or Y axis
TObjectPtr<UMa...
OverrideHoleMaterial
TObjectPtr<UMa...
OverrideMaterial
uint32
PhysicalMaterialHash
Represents hash for last PhysicalMaterialTask
FLandscapePhysi...
PhysicalMaterialTask
Physical material update task
float
PositiveZBoundsExtension
Allows overriding the landscape bounds.
int32
SectionBaseX
X offset from global components grid origin (in quads)
int32
SectionBaseY
Y offset from global components grid origin (in quads)
int32
SimpleCollisionMipLevel
Heightfield mipmap used to generate simple collision
uint32
SplineHash
FGuid
StateId
TODO [jonathan.bard] : remove unused :
float
StaticLightingResolution
StaticLightingResolution overriding per component, default value 0 means no overriding
int32
SubsectionSizeQuads
Number of quads for a subsection of the component. SubsectionSizeQuads+1 must be a power of two.
FVector4
WeightmapScaleBias
UV offset to component's weightmap data from component local coordinates
uint32
WeightmapsHash
Represents hash of last weightmap usage update
float
WeightmapSubsectionOffset
U or V offset into the weightmap for the first subsection, in texture UV space
TObjectPtr<UTe...
XYOffsetmapTexture
XYOffsetmap texture reference